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authorRoland Scheidegger <sroland@vmware.com>2010-05-28 23:57:47 +0200
committerRoland Scheidegger <sroland@vmware.com>2010-05-28 23:57:47 +0200
commit0cd70b554cb0bb9280f83fddf4f1451fddd37230 (patch)
tree39c4dfc0433c6190d78f1716ae8e54c96a757568 /configure.ac
parentd3f598a506d911e7cbbe561a798d284a154da3cd (diff)
gallium: clear interface changes
clears were a bit limited in gallium: - no scissoring (OGL only) nor explicit rectangle list (d3d9) - no color/stencil masks (OGL only) - no separate depth/stencil clears (d3d9/d3d10/OGL) - cannot really clear single color buffer (only with resource_fill_region) Additionally, d3d can clear surfaces not currently bound to the framebuffer. It is, however, not easy to find some common ground what a clear should be able to do, due to both API requirements and also hw differences (a case which might be able to use a special clear path on one hw might need a "normal" quad render on another). Hence several clear methods are provided, and a driver should implement all of them. - clear: slightly modified to also be able to clear only depth or stencil in a combined depth/stencil surface. This is however optional based on driver capability though ideally it wouldn't be optional. AFAIK this is in fact something used by applications quite a bit. Otherwise, for now still doesn't allow clearing with scissors/mask (or single color buffers) - clearRT: clears a single (potentially unbound) color surface. This was formerly roughly known as resource_fill_region. mesa st will not currently use this, though potentially would be useful for GL ClearBuffer. - clearDS: similar to above except for depth stencil surfaces. Note that clearDS/clearRT currently handle can handle partial clear. This might change however.
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